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Refactor for blender 2.8 and new shader model
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@@ -21,10 +21,8 @@ bool ReadMAPUToBlender(hecl::blender::Connection& conn, const MAPU& mapu, const
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"from mathutils import Matrix\n"
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"\n"
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"# Clear Scene\n"
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"bpy.context.scene.camera = None\n"
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"for ob in bpy.data.objects:\n"
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" bpy.context.scene.objects.unlink(ob)\n"
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" bpy.data.objects.remove(ob)\n"
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"if 'Collection 1' in bpy.data.collections:\n"
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" bpy.data.collections.remove(bpy.data.collections['Collection 1'])\n"
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"\n"
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"bpy.types.Object.retro_mapworld_color = bpy.props.FloatVectorProperty(name='Retro: MapWorld Color',"
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" description='Sets map world color', subtype='COLOR', size=4, min=0.0, max=1.0)\n"
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@@ -53,7 +51,7 @@ bool ReadMAPUToBlender(hecl::blender::Connection& conn, const MAPU& mapu, const
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"wldObj.scale = mtxd[2]\n"
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"wldObj.retro_mapworld_color = (%f, %f, %f, %f)\n"
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"wldObj.retro_mapworld_path = '''%s'''\n"
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"bpy.context.scene.objects.link(wldObj)\n",
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"bpy.context.scene.collection.objects.link(wldObj)\n",
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wld.name.c_str(), wldXfF[0][0], wldXfF[0][1], wldXfF[0][2], wldXfF[0][3], wldXfF[1][0], wldXfF[1][1],
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wldXfF[1][2], wldXfF[1][3], wldXfF[2][0], wldXfF[2][1], wldXfF[2][2], wldXfF[2][3], hexColorF[0], hexColorF[1],
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hexColorF[2], hexColorF[3], path.getParentPath().getRelativePathUTF8().data());
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@@ -70,7 +68,7 @@ bool ReadMAPUToBlender(hecl::blender::Connection& conn, const MAPU& mapu, const
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"obj.location = mtxd[0]\n"
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"obj.rotation_quaternion = mtxd[1]\n"
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"obj.scale = mtxd[2]\n"
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"bpy.context.scene.objects.link(obj)\n"
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"bpy.context.scene.collection.objects.link(obj)\n"
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"obj.parent = wldObj\n",
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wld.name.c_str(), idx++, hexXfF[0][0], hexXfF[0][1], hexXfF[0][2], hexXfF[0][3], hexXfF[1][0], hexXfF[1][1],
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hexXfF[1][2], hexXfF[1][3], hexXfF[2][0], hexXfF[2][1], hexXfF[2][2], hexXfF[2][3]);
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@@ -81,7 +79,6 @@ bool ReadMAPUToBlender(hecl::blender::Connection& conn, const MAPU& mapu, const
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" for area in screen.areas:\n"
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" for space in area.spaces:\n"
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" if space.type == 'VIEW_3D':\n"
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" space.viewport_shade = 'SOLID'\n"
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" space.clip_end = 8000.0\n";
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os.centerView();
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